ToME: the Tales of Maj'Eyal

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PostPosted: Tue Jun 18, 2013 12:53 pm 
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Sher'Tul

Joined: Sat Mar 01, 2003 4:01 pm
Posts: 1067
Meant to do this for a long while but expected someone else to do it...It seems no one else - or they haven't released it. So I told myself 'oh well' and coded it...

Want your character to feel super awesome right from the start?
Looking forward to the 'uber'talents and you just can't wait(or survive!)until you get there?
Interested in trying the harder difficulties but you want a boost in power?
Look no further!

http://te4.org/games/addons/tome/starting-prodigy

What this does:
1. Prodigies have no level requirements and stat requirements lowered to 20. Quest requirements are still there.
2. Characters start with an unused prodigy point.


Warnings/issues:
1. This WILL make the game easier, especially as you will still get another two prodigies later on. Don't blame me for ruining your fun, if you love challenges. Maybe try higher difficulty settings.
2. If you are an alchemist, your golem will NOT start with a prodigy. I might change that later.
3. Lack of choices. Perhaps I should remove the quest requirements too.

Also planned(but don't expect this to come out too soon):
a SEPARATE addon which gives bosses, even tier 1 ones, prodigies. Could be used to balance this or on its own for the challenge.

(possibly)A new bland prodigy for each stat which is simply +X(10?20?)to it. To deal with the possible lack of choices, or if people just want extra power


Please provide feedback as needed.

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ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system


Last edited by Zonk on Fri Jun 28, 2013 6:52 pm, edited 2 times in total.

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PostPosted: Tue Jun 18, 2013 12:59 pm 
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Thalore

Joined: Thu Jan 17, 2013 2:49 pm
Posts: 190
There was an add-on a while ago that added some interesting prodigies as well. Might be worthwhile to just incorporate them.


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PostPosted: Tue Jun 18, 2013 1:01 pm 
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Sher'Tul

Joined: Sat Mar 01, 2003 4:01 pm
Posts: 1067
ajfluffy wrote:
There was an add-on a while ago that added some interesting prodigies as well. Might be worthwhile to just incorporate them.

Was that SageAcrin's? I had written it was compatibled, but that was a mistake as my testing was...inconclusive so I've edited it out. I'll see though. More prodigies are generally good...

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ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system


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PostPosted: Tue Jun 18, 2013 2:20 pm 
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Sher'Tul

Joined: Sat Mar 01, 2003 4:01 pm
Posts: 1067
Turns out that while this works out exactly as I advertised it's...actually, not as good as I wanted it to be.
Stat 20+ plus the other requirements still means a lot of restrictions on what you can actually get at level 1, which defeats the point of starting with a 'special'character.


So I'm going to work on a different version with more overloading, where there are MINIMAL requirements,both for thematic purposes and to prevent mistakes such as picking a talent you wouldn't be able to use at all.
Not sure when I will release, in the meanwhile this is perfectly usable.

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ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system


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PostPosted: Fri Jun 28, 2013 6:54 pm 
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Sher'Tul

Joined: Sat Mar 01, 2003 4:01 pm
Posts: 1067
Re-released, with minimal requirements, only the 'logically mandatory'ones. Not even stats.
Initially wanted alternatives to the quest requirements(like you can get Bloodtide if you use Vim, Armor of Shadows if you have negative energy or stealth...) then I decided that wasn't worth the time so now you only need things like having Imbue Item for Crafty Hands, having Antimagic for the AM-shield prodigy and so on.

Have fun, and if someone else wants to make the addon to give even low level bosses prodigies, that'd be nice.

Two notes:
1.No guarantee this won't break anything. I'd be especially wary of doing Slasul's Quest after having taken the Naloren prodigy...

2. This REALLY doesn't actually need to overload every prodigy tree file when it could just go through the existing talents and remove the requirements.

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ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system


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PostPosted: Fri Jul 19, 2013 10:35 am 
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Sher'Tul

Joined: Sat Mar 01, 2003 4:01 pm
Posts: 1067
Uploaded a new version which ONLY replaces the requirements, not all of the talents.
Meaning it will be fully compatible with 1.0.5 when it's out. Still best to get it now!

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ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system


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PostPosted: Sat Jul 20, 2013 8:32 pm 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 356
Could you make it so that your summons get your mindpower to with blighted summoning (for a doomed :P at least).


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PostPosted: Sat Jul 20, 2013 8:34 pm 
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Sher'Tul

Joined: Sat Mar 01, 2003 4:01 pm
Posts: 1067
Hellcommander wrote:
Could you make it so that your summons get your mindpower to with blighted summoning (for a doomed :P at least).

Outside of this addon scope, which isn't to buff prodigies but make them available early.
Also not sure I understand your request, you mean your summons would share your mindpower? Get bonuses based on it?

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ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system


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PostPosted: Sat Jul 20, 2013 8:38 pm 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 356
I mean since that the talent makes your summons have the same magic as you but also includes mindpower classes (instead of mindpower give them you willpower if the class is mindpower based). This would just make it effective for mindpower builds too.


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PostPosted: Sat Jul 20, 2013 8:45 pm 
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Sher'Tul

Joined: Sat Mar 01, 2003 4:01 pm
Posts: 1067
Hellcommander wrote:
I mean since that the talent makes your summons have the same magic as you but also includes mindpower classes (instead of mindpower give them you willpower if the class is mindpower based).

Ah, now I think I understand. When you put it like that, well, yeah, since I've removed the requirement...if I can find an easy way to do that mechanically if I might put it in the 1.0.5 update.

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ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system


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PostPosted: Sun Dec 29, 2013 9:57 am 
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Low Yeek

Joined: Fri Dec 27, 2013 11:46 pm
Posts: 5
Zonk wrote:
2. If you are an alchemist, your golem will NOT start with a prodigy. I might change that later.



Looks like it has been six months since this post. Do you have any plans to do this? I would really like the starting prodigy point on my adventurer's golem to give me even more options to play around with.

I enjoy this addon, thanks for it.


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PostPosted: Fri Jan 03, 2014 11:53 pm 
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Sher'Tul

Joined: Sat Mar 01, 2003 4:01 pm
Posts: 1067
Had almost forgotten about this.
I might look into enabling the prodigy for the golem if it doesn't take too much work/break compatibility with other addons.

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ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system


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PostPosted: Tue Aug 12, 2014 9:56 pm 
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Sher'Tul

Joined: Sat Mar 01, 2003 4:01 pm
Posts: 1067
Worth if this is still worth updating - if anyone wants to take over (make it can be recoded to be way more efficient) they would be welcome, just let me know.

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ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system


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